Flambeau's understanding the Battlesmith/Battleforger & mini-FAQ v1.0 ******************** Table of Contents ******************** 1: Blacksmith Introduction 2: The 3 classes - 2a: Basic Introduction -- 2a-a: BattleSmith -- 2a-b: BattleForger ("Hybrid") -- 2a-c: PureForge - 2b: Pros & Cons -- 2b-a: BattleSmith -- 2b-b: BattleForger ("Hybrid") -- 2b-c: PureForge - 2c: Further Elaboration -- 2c-a: BattleSmith -- 2c-b: BattleForger ("Hybrid") -- 2c-c: PureForge 3: The Reasons for each - 3a: BattleSmith - 3a: BattleForger ("Hybrid") - 3a: PureForge 4: Basic Stats 5: AGI/VIT debate ******************** 6: Battlesmith Sub choice - 6a: Preamble - 6b: Stats - 6c: 110 STRength -- 6c-a STRength -- 6c-b How to bridge the gap -- 6c-c Reasons for 110+ STRength - 6d: Skills -- 6d-a: Attack Skills -- 6d-b: Optional filler Skills - 6e: Possible Skill Trees ******************** 7: BattleForger Sub Choice - 7a: Preamble - 7b: Stats - 7c: 110 STRength -- 7c-a STRength -- 7c-b How to bridge the gap -- 7c-c Reasons to not get 110 STRength - 7d: Skills -- 7d-a: Attack Skills -- 7d-b: Forging Skills -- 7d-c: Refining Skills -- 7d-d: Sacrificing Ideas --- 7d-d-a: Sacrificing Attack for Forging --- 7d-d-b: Sacrificing Forging for Refining --- 7d-d-c: Re-Sacrificing for Attack - 7e: Possible Skill Trees ******************** 8: Pure Forger Link ******************** 9: Skill Combos - 9a: The Trifecta - 9b: CART REVOLUTION - 9c: HAMMERFALL 10: Weapons - 10a: ELEMENTAL WEAPON mistake - 10b Best Options: 11: Armor - 11a: PVP Armor - 11b: Regular Armor 12: Forging Weapons - 12a: Rules of Forged Weapons - 12b: How to Forge (Basic) 13: Refining 14: Cards - 14a: Types of Cards - 14b: Card choices - 14c: How to use Cards 15: ELEMENTAL WEAPONS - 15a: Rules of ELEMENTAL WEAPONS - 15b: Powers of ELEMENTAL WEAPONS 16: Understanding Blacksmith Lingo 17: Terms & Abbrieviations 18: Thanks 19: Credits ******************** ******************** ******************** -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1: Blacksmith Introduction ********** -=-=-=-=-=- In the "Dark Ages" or Medieval Times, the Blacksmith was revered for being able to create tools, and weapons to create, defend, and attack castles. The Blacksmiths used thier knowledge to better the kingdom/castle in which they existed. They were so revered, that many of the Blacksmiths were given special privelages for thier craft. They were often owners of both land, and thier shoppes were often the centerpiece of shopping centers, often also very close to the main castle itself. Blacksmiths often traded knowledge for pieces of thier craft. This is how many Blacksmiths were able to both read and write, a skill most peasents were unable to do. They obtained this skill by bartering with the local clergy exchanging the knowledge for gates, stained glass windows, and even the hinges and nails to create doors and pews. As for the stereotype that all blacksmiths were large gruff, wrangly bearded large gutted men covered in soot, Ragnarok Online has decided to turn the Blacksmith class into a reject Village People icon. While the Blacksmith Christopher, where we get almost all our tools, conforms to the ancient stereotype, the Playable characters are a combination of boy band rejects and a 60's pimp, with long legs in blue jeans, a t-shirt, and what appears to be a gold chain necklace. Also Ragnarok Online (RO) has essentially destroyed the true accuracy of the Blacksmith class by giving it many skills that have amost nothing to do with the Blacksmith class of old, such as: a HAMMERFALL that does no damage, ADRENALINE RUSH, POWER MAXIMIZE, and WEAPON PERFECTION that has nothing to do with forging. But the good part is, that while these skills have nothing to do with true Blacksmithing, they do make Blacksmiths the most feared of the melee classes. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 2: The 3 classes -=-=-=-=-=- - 2a: Basic Introduction -=-=- -- 2a-a: BattleSmith This Sub-choice is designated as the most powerful melee short range fighter. It is the most feared in PVP, both because of it's massive STR, and because the Blacksmith class has been given skills to enhance it's ability to effectively rape any of the other melee classes. The Battlesmith is designed to have extremely high STR, and to abuse it's skills both in PVP, and in regular leveling. -=-=- -- 2a-b: BattleForger ("Hybrid") This Sub-choice is designated as the middle ground of bothe the PureForger, and the Battlesmith, as it somewhat combines the ability to level decently as well as forge weapons at a far greater rate, and variety than the Battlesmith sub-choice. -=-=- -- 2a-c: PureForge This is the Hardest of all the sub-choices of the Blacksmith class. It deals with creating weapons, and sacrificing every stat besides DEX, and LUCK as those are the only 2 forging requirements. This class is solely designed around the end result, to have the best chance to forge an ELEMETAL WEAPON. -=-=-=-=-=- - 2b: Pros & Cons -- 2b-a: BattleSmith Pros: - 1: Best Attack abilities of all the classes - 2: Skills help High STR nature of the Battlesmith - 3: Excels in PVP, and MVP - 4: Can level faster than the other 2 builds - 5: Can hunt for what is needed Cons: - 1: Can't rely on forging as a source of income - 2: Almost no or very little forging capabilities - 3: Almost no chance to forge any high level weapons -=-=- -- 2b-b: BattleForger ("Hybrid") Pros: - 1: Can hunt for what is needed - 2: Can level at a standard level - 3: Can forge at only around 9.8% loss of a PureForger - 4: Can do well in PVP Cons: - 1: Not heavily relied on for weapon Forging - 2: Mainly makes own weapons (to sell, and use) - 3: May Need help to level at later levels -=-=- -- 2b-c: PureForge Pros: - 1: Has the Highest ability to forge a weapon - 2: All Forged Weapons have the maker's name on it Cons: - 1: Can't Level beyond weak creatures - 2: Reliance on "Leeching" - 3: "Leeching" cost lots of zeny - 4: is DEAD MEAT in PVP -=-=-=-=-=- - 2c: Further Elaboration -- 2c-a: BattleSmith This Sub class is designed purely for the aspect of fighting, as it's forging capabilities are so limited, that even if it gets forging skills, the chances of successfully forging anything over level 1 is sheer luck. Due to the fact a Battlesmith does not need luck, there is a near 15% loss in forging capability. This loss forces a Battlesmith to purchace any high level ELEMENTAL WEAPONS from another Blacksmith. Because of the fact that these ELEMENTAL WEAPONS cost exorbitant prices, when you decide to finally get these to supplement your carded AXE collection, you'll be back in the poor house fast, but because a battlesmith can kill high level monsters, and even the weaker verions, getting items to sell is no problem. Battlesmiths are designed to attain 110 strength and sometimes even higher, this is so they turn into the most powerful class in RO. Because 2 of the Blacksmith skills help take advantage of High STR by removing the penalties that are inherent to RO, having high str will not seem such a scary prospect as a waste of STAT points. -=-=- -- 2c-b: BattleForger ("Hybrid") This sub-choice is designed to reach a compromise between the other 2 distinct sub-choices, in that it sacrifices un-nessary Skill upgrading in order to gain a higher amount of forging/refining capabilities. It also sacrifices the Leveling/killing ability of a Battlesmith in order to gain a decent forging rate (only 9.8% less than a pureforger.) Through these sacrifices the Battleforger is able to successfully level on regular monsters, while being able to powerlevel in certain areas once an ELEMENTAL or high carded weapon is obtained. This sub-choice is designed on the "Quick buck" principle. Through both killing and creating ELEMENTAL WEAPONS by way of your skills you'll be able to sell items for good prices to either NPC's or other players at a good to great price. -=-=- -- 2c-c: PureForge This class's sole designation is the END RESULT, a forged ELEMENTAL WEAPON. Because of this they sacrifice ALL attack and defense for the greater good of forging. With no attack skills, leveling a PureForger is near impossible, thus forcing the pureforger to hire "Leechers." Unfotunately people value getting thier character as high a level as you, and thus being 1/2 as productive frustrates them as far as it does the Pureforger to level on meek creatures. This frustration makes "leechers" very expensive, with around 1 million (1,000,000) per level. There is an upside, PureForgers are in such demand that they can charge merely for the "Attempt" to forge a weapon. Also, the Pureforger can create weapons for selling as a side venture to raise capital forbuying "leeches." The good thing is that ELEMENTAL WEAPONS are in high demand and some can reach prices of over 1,000,000z thus attaining you a free level (if you can find some one) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 3: The Reasons for each ********** -=-=-=-=-=- - 3a: BattleSmith This is designed mainly for PVP purposes, as this build excels in both PVP and PVM. This build is also good for MVP claiming. This build was designed to best abuse the skills given to the Blacksmith class that deal with attack capability. The skills coupled with high STR (110) allow for high damage, in effect killing enemies far faster than they could ever kill you. Battlesmiths are great for WoE as well, as both a support character, and as a stop gap for assassins, and other short range melee characters. The Battlesmith also allows for continuous leveling allowing a steady income and the occasional rare to sell for profit, or to store for later use. -=-=- - 3a: BattleForger ("Hybrid") This is the equivalent of the "Fast Buck" scenario. This build is designed to level at a comfortable rate, while being able to forge ELEMENTAL WEAPONS for added income. Because the BattleForger can level relatively well, it is able to gain medium cards such as most damage reducers, all of the damage modifier cards, and the high valued Soldier Skeleton card to sell for quick profit. Also due to the high success rate (only about 10% less than a pureforge) at forging ELEMENTAL WEAPONS, selling Successful forges is also a great income enhancer. Also Refining is an option to explore as all weapons need refined ore to make, and the refined ore sells usually for 200% the amount of it's unrefined components. -=-=- - 3a: PureForge This should never be attempted as a first class. This class is the hardest of all RO choices to make. The Pureforger dedicates all its resources to attaining the highest forge rate, and to being able to forge weapons. The Pureforger has no attack power, nor does it have any defensive power, as a sacrifice to have the best Forge rate. This is accomplished by 99 DEX, and 99 LUK. The pure forge relies on the power of greed, as it pays people in order to gain levels for itself. The problem is, Not everyone's price is affordable. This is the main problem of a Pureforger. But the Pureforger is given 1 compensation, on any successfully created weapon, goes the Forger's name, and it is Highlighted in blue for male, pink for female. The Pureforger is in it for the glory. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 4: Basic Stats -=-=-=-=-=- STR -=-=- What many People deem the main stat of a Blacksmith is STR due to the reasoning that Gravity gave it 2 skills that allow for 100% attack ability, and STR is the main attack STAT. The Basic STAT for all melee (Fighting) characters, unfortunately also the one that suffers the most simply because only 2 stats can become level 99, and while STR has benefits in damage, it is usually the first to be sacrificed for other stats such as DEX, INT and LUCK, except in the Battlesmith trade, where STR is valued above near all others. -=-=- AGI -=-=- AGI is how well you dodge an opponent. AGI also allows for faster attacking, and thanks to ADRENALINE RUSH, the attack speed bonus gets an even better boosting ability. AGI has been the long running main choice as a defensive STAT. Side Effects of AGI: 1: Able to dodge enemies (not get hit) 2: Faster attacking ability, (every 5 agi = +1 aspd) 3: Able to walk out of traps (Lessens duration) -=-=- VIT -=-=- VIT has been given a revival due to the induction of "WAR OF EMPERIUM." With the newest PVP twice a week event, and the powers of VIT it is reported that VIT builds are better at both defending and taking a castle. VITs main powers: 1: Damage Reduction 2: Increased POTION healing 3: Increased HP 4: High Resistance to status effects (STUN/ICE) 5: Faster recovery from status effects -=-=- INT -=-=- This STAT is has been debated as to how well its usefullness is to a Blacksmith. The 2 main reasons for INT are: 1: INT Acts on SP level As a Blacksmith of the melee order, the abuse of skills is a common ideal, as melee Blacksmiths rely on the Trifecta in order to level consistantly and at an exceptional pace. Amazingly enough, the acting power of the Trifecta is a very low costing commodity, and thus INT above 1 may not be needed, especially since by the time the trifecta is achieved, The SP of a Blacksmith is high enough to cover most of the durational problems. 2: INT reduces Monster Splash (element) attaks INT reduces the effectiveness of an elemental attack whether it is a spell or a ability, BUT NOT from an ELEMENTAL WEAPON. Unfortunately, this won't help you because of 2 reasons: - 2a: Currently monsters rarely do thier spells, and such INT is not worth getting to counter act them. Also, when monsters attack in element, which is where you'd most likely wish to have a good amount of INT, thier attack is in set DAMAGE, and usually less than 100 damage per hit making the attack already weak enough to merely write off as acceptable damage. - 2b: The WIZARD caste, which is the only PLAYER class you'd be fighting in which you would need INT reduction, will not reduce the damage of any attack the WIZARD decides to use against you enough to actually matter. Also, most WIZARDs attack in 2 waves a freezing move like FROST DRIVER/STORM GUST followed by a double damaging JUPITAL THUNDER because of the side- effect of being frozen by the ICE move. -=-=- DEX -=-=- This stat is is how well you hit the monster/person you are attempting to kill, you may not want this stat too far due to the fact that a Blacksmith is granted 12 Bonus DEX by JOB leveling. Because of this, the MAX DEX most Blacksmiths attain is around 38 making it equal to 50 total DEX and with the addition of WEAPON RESEARCH, an additional 20 HIT ability is added making it as if you had 70 DEX. unfortunately, the +20 HIT attained from WEAPON RESEARCH is not factored into the DEX attack Raise Formula. DEX also has one MAIN ability, to raise the minimum attack of a weapon, so that you do not hit an enemy for merely 1 damage every so often. For every 10 DEX a ratio of attack is added to the MINIMUM damage, so if you decide to get this STAT it is wise to invest in levels of 10. The Formula is: (int(DEX/10))^2 - This can NOT add to attack ability, if it is greater than MAX DAMAGE (STR) then the attack will be for MAX DAMAGE (50 DEX = +25 Min Damage) The other ability (for Battle Forgers) is that for every point in DEX, .1 is added to the success rate of Forging, and Refining. -=-=- LUK (LUCK) -=-=- Many Believe this to be the MOST USELESS STAT for a melee style Battlesmith. he Main Power of this for the Blacksmith class is to give an additional .1 success chance per each point of luck. LUCKS Other Powers: 1: First for every 10 LUCK you have (including bonuses) you gain a PERFECT DODGE point. PERFECT DODGE is the ability to be COMPLETELY missed by the enemy. This OVERRIDES FLEE, so that when this kicks in, even if there are 100 monsters trying to hit you, NONE will, as opposed to AGI which drops when you get in mobs of over 3 enemies. Too bad it has a hefty Price tag (10 luck), you need 10 luck to attain one (1) added point in Perfect Dodge 2: Every 3 luck = +1 CRITICAL rating. This CRITICAL rating is how often you attack with a critical attack or "CRIT." CRITS are a MAJOR ability in that they do 2 things: IGNORE DEF and NEVER MISS (PERFECT DODGE negates this). 3: for EVERY 5 points of LUCK, when you crit, you gain 1 added damage, so in addition to not missing, and ignoring DEF, you get to do 1 extra damage per every 5 LUCK you have on top of the STR and STR BONUS your weapon would get. So essentially, a Battle Forger is going to crit more than a BattleSmith, and have a Higher Perfect Dodge ability. (it's only real advantage) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 5: AGI/VIT debate -=-=-=-=-=- This is usually a matter of personal choice. One of the main Topics is: The two main "cheap" PVP classes (HUNTER and WIZARD) both defeat the AGI of any class, so many people who choose the Blacksmith class for PVP are considering choosing the VIT stat with great success, -=- Another point for VIT over AGI is that Blacksmiths have the third highest HP bar of all the classes, only behind KNIGHTS & ASSASSINS, so, people believe the high attainable HP of an Blacksmith would offset the inherent pain that high VIT would retain at higher (above 65) levels. Also with over 2000 HP for just turning Blacksmith either with VIT or AGI, high VIT means heal sitting takes far less time than if it was at the standard 2 HP/sec that AGI builds have to suffer. -=- The main proponent in the AGI vs VIT debate is that with enough AGI, the highest chance a monster can hit you is 5% (FLEE per monster is 95%.) Obviously, with 30 FLEE, and the lowest FLEE needed is 80, VIT builds are gonna get hit 95% of the time (it works both ways.) But the real question is will the damage matter to the High HP, or the HP Recovery rate of a VIT build character. -=- There is also the generalization that VIT is great for low level monster fighting, and AGI is better for higher level monsters, as most of the higher monsters hit for more than the 99 VIT points attainable by any class with out stat bonuses. While this is true, there is also the fact that hopefully the person has the STR and DEF to properly handle these needs, or the player will find out he will be killing some weak monsters for a long while until the player's stats/armor are correctly re-aligned. -=- Another main proponent for AGI over VIT is that while VIT has it's advantages as stated, AGI is the definition of the HONG KONG ninja philosophy: strike hard and FAST: and AGI is the stat that most influences attack speed. High AGI means Blacksmiths can attack faster, especially since the higher AGI has a positive influence on the skill ADRENALINE RUSH. -=- The other main reason AGI is chosen is there is a FLEE CHART that tells people what they are capable of killing if they have enough AGI, and what AGI they need to have to easily Kill a certain monster. Unfortunately, people rely on this chart when they console VIT built characters, and often VIT built characters are told to fight the wrong enemies for less EXP per HOUR than they could be killing. Also, VIT build characters learn fast off, that they don't get to easily move up the AGI monster ladder as fast as many AGI players suggest. For example: (both have same EXP) ARGIOPE: (AGI Choice) -=- needed AGI: 172 -=- attack: 450 STEM WORM: (VIT choice) -=- needed AGI: 200 -=- attack: 250 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 6: Battlesmith Sub choice -=-=-=-=-=- - 6a: Preamble This is designed for Power, and relies on abusing the Trifecta to create extremely powerful attacks, The basic path of this is to MAX all the attack modifiers, and attaian the rest of the battle skills with little or no care about the forging skills except WEAPON RESEARCH. -=-=- - 6b: Stats (feel free to alter as nessecary/wanted/etc.) 1: 99 STR AGI BUILD (based on 99 STR) [AGI BASED] (could be better) STR: 99 + 6 <-- basis for 110+ STR AGI: 88 + 2 <-- AGI BASE (best ASPD available) VIT: 06 + 6 <-- Added Health (leftovers) DEX: 38 + 12<-- Basic DEX LUK: 01 INT: 01 -=-=- 2: 99 STR BUILD (based on 90 STR) [AGI BASED] STR: 90 + 6 <-- basis for Carded 110 STR AGI: 88 + 2 <-- AGI BASE VIT: 30 + 6 <-- Added Health/resilience DEX: 38 + 12<-- Basic DEX LUK: 01 INT: 11 + 2 <-- Added for Skill Abuse -=-=- 3: 99 STR BUILD (based on 99 STR) [VIT BASED] (Flambeau's choice) STR: 99 + 6 <-- Basis for 110+ STR AGI: 17 + 2 <-- Added ASPD VIT: 84 + 6 <-- VIT BASE DEX: 38 + 12<-- Basic DEX LUK: 01 INT: 06 + 2 <-- Added for Skill Abuse (basically left overs) -=-=- 4: 99 STR BUILD (based on 90 STR) (only 2 aspd more than #3) STR: 90 + 6 <-- Basis for Carded 110 STR AGI: 36 + 2 <-- added for ASPD VIT: 85 + 6 <-- VIT BASE DEX: 38 + 12<-- Basic DEX LUK: 01 INT: 12 + 2 <-- Added for Skill Abuse (left overs) 5: HYBRID 90 carded STR STR: 90 + 6 <-- Basis for Carded 110 STR AGI: 68 + 2 <-- AGI BASE VIT: 62 + 6 <-- VIT BASE DEX: 38 + 12<-- Basic DEX LUK: 01 INT: 08 + 2 <-- Added for Skill Abuse -=-=- - 6c: 110 STRength 110 STRength is the Basis for the Battlesmith as it allows the Battlesmith to attain some impressive damage, and even more so thanks to the fact the Blacksmith's skills remove the penalties that occur with attacking different sized monsters, and the randomness as to the real power of the attack 110 STR is based on 2 main things: 1: 99 + 6 STR (Base 99 str, and 6 JOB bonus str) = 105 STR 2: using Cards/Items/Skills to recover the remainder (5->15 STR) -=-=- -- 6c-a STRength The reason Blacksmiths want STR so high is because of 4 things. 1: The more Strength the more attack (basic rule) 2: The STR Bonus Factor - 2a: for every 10 STR you get a bonus -- 2a-a: Formula = ( int(STR /10) )^2 --- 2a-a-a: 110 STR = 110/10 -> 11-> ^2 = 121 EXTRA damage - 2b: This Damage can NOT be cut down by the STR/DEX randomizer 3: POWER MAXIMIZE -=-=- means the STR/DEX Randomizer essentially doesn't exist - 3a: This means the Battlesmith get all of the 110 + 121 STR = 231 STR each Attack 4: WEAPON PERFECTION -=-=- means NO size Limitataion - 4a: This means all hits are for 100% damage -- 4a-a:The AXE class would normally do 100% large, 75% medium, 50% small --- 4a-a-a: the AXE (usually Basic 4 slot 40 attack AXE) is the Prefered weapon of the 110 STR blacksmith -- 4a-b:The MACE class would normally do 100% large, 100% medium, 75% small --- 4a-b-a: the MACE (usually Basic 4 slot 40 attack MACE) is fast gaining ground to replace the basic 4 slot AXE -=-=- -- 6c-b How to bridge the gap Obviously with only 105 MAX Basic ability of STR STAT there is a need to make up the final 5+ STR (remember you want STR to be divisible by 10) Possible Combinations will be listed below CARDS 1: DEVIRUCHI -=-=- +1 STR (HEAD) --> For Slotted Sunglasses 2: PICKY -=-=- +1 STR (ARMOR) 3: HIGH ORC LORD -=-=- +2 STR (ARMOR) [MAY NOT BE IN RO] 4: HORNET CARD -=-=- +1 STR (WEAPON) RETARDED/USELESS 5: KOBOLD -=-=- +1 STR (ASSESSORIES) -=-=- You can have 2 acessories 6: TAROU -=-=- +2 STR (ASSESSORIES) -=-=- You can have 2 acessories 7: MANTIS -=-=- +3 STR (ASSESSORIES) -=-=- You can have 2 acessories 8: ARCLOUSE -=-=- +1 STR (FOOTGEAR) [NOT IN RO] HEADGEAR 1: SPHINX HAT -=-=- +2 STR (No Slot) 2: EVIL WINGS -=-=- +1 STR (NO SLOT) 3: DEVIRUCHI HAT -=-=- +1 STR (NO SLOT) 4: GRAND CIRCLET -=-=- +1 STR (NO SLOT) 5: PIRATE BANDANA -=-=- +1 STR (NO SLOT) 6: MAJESTIC GOAT -=-=- +1 STR (NO SLOT) ITEMS 1: Ring (accessory) -=-=- +2 STR (You can have 2 accessories) 2: Slotted Ring (accessory) -=-=- +1 STR and a slot to place a card (You can have 2 accessories) GOD ARMOR (FORGET THIS) 1: MEGINGJARD -=-=- STR +40 (NO SLOT) SKILL: LOUD EXCLAMATION/ CRAZY UPROAR: +4 str (5 minute duration) -- Give 7 pearls, 50 mushrooms spore to a man located under the "Kitshop" in Alberta (he's hiding behind a tree) POSSIBLE COMBINATIONS 1: Main Way - 1a: CRAZY UPROAR (+4) - 1b: Picky Carded armor (+1) - 1c: 99 STR - 1d: JOB BONUS (+6) 2: BEST GEAR (lowest STR requirement) - 2a: CRAZY UPROAR (+4) - 2b: SPHINX HAT (+2) <-- may need to sacrifice for +1 Headgear (see POSSIBLY result) - 2c: Picky Carded Armor (+1) - 2d: Mantis carded Ring (+4) * 2 = (+8) - 2d: JOB BONUS (+6) TOTAL GENERATED STR: 21 -> POSSIBLY 20 REQUIRED STR FOR 110: 89 -> POSSIBLY 90 -=-=- -- 6c-c Reasons for 110+ STRength As stated through out this section, there are 4 main reasons to attain 110 or higher STR. 1: The STR Bonus 2: The fact the Skills of a Blacksmith allow for full power to actually happen 3: The fact that the Harder you hit, the faster it dies - 3a: This means Faster Leveling, less POTS (Possibly), and quicker RARE hunting 4: Because you can impress your friends -=-=- - 6d: Skills For The Battlesmiths the real focus is on achieving the Trifecta. This is achieved with the simultaneous activation of 3 skills: 1: ADRENALINE RUSH 2: WEAPON PERFECTION 3: POWER MAXIMIZE Also, in order to futher enjoy the powers of a Blacksmith, the skill WEAPON RESEARCH is generally accepted because of it's side abilities which will be addressed later. There is currently a debate as to whether to attain SKIN TEMPERING, because at current abilities, it's not worth having, but in the future the skill gets a major overhaul (which will also be covered in the Optional Filler section). Next is the Debate about maxing the skill ENLARGE WEIGHT as a merchant for 4 main reasons: 1: Greater Pot carrying power (great for PVP/WoE) 2: Allows longer staying power (takes longer to gain 50% over weight) 3: Allows higher weight limit that if GOD armor is ever attainable, you can wear it all easily 4: Some Merchant skills are unneeded (DC to 9 rather than 10) Unfortunately some of these arguments are invalid as well as retarded. Finally This FAQ section will delve into the possible aquisition of forging skills, listing both the skills, and the popularity at which the skills are currently at, as well as possible sacrificing for attaining certain skills with the limited point value left over -=-=- -- 6d-a: Attack Skills 1: HAMMERFALL: [5] - 1a: has a chance to stun opponents, chance increased by level - 1b: area effect 5x5 area. - 1c: stun Chance at level 5 is (70%) - 1d: Stuned Opponents to not UNSTUN on successive HAMMERFALLS (no "Double Ice Backfire") - 1e: No Damage - 1f: NO DELAY in use - 1g: Stunned Opponents loose all FLEE. Making next hit auto connect 2: ADRENALINE RUSH (HAMMERFALL lvl 2) [5] - 2a: Increases attack speed - 2b: Only useable with MACE/AXE class weapons -- 2b-a Only affects MACE/AXE class weapons --- 2b-a-a: originally a BS and a KNIGHT could activate thier skills, and the KNIGHT gained 190 ASPD - 2c: Added Bonuses: -- 2c-a: Able to attack faster -- 2c-b: Able to abuse attack Skills faster -- 2c-c: Able to guzzle Pots Faster (No idea why) 3: POWER THRUST (ADRENALINE RUSH lvl 3) [5] - 3a: Increases damage, at the risk of damaging the weapon - 3b: Can control level of skill used -- 3b-a: this is an all or Nothing skill --- 3b=a-a: the damage modification is only 125% at level 5 --- 3b-a-b: The % break chance DOES NOT affect MACE/AXE class weapons - 3c: Party Skill: Those in Party gain same power -- 3c-a: Party members must be on screen when activated to gain advantage - 3c: Can only be activated with a MACE or AXE - 3d: Skill duration (50 seconds at level 5) 4: WEAPON PERFECTION (ADRENALINE RUSH lvl 2, WEAPON RESEARCH lvl 1) [5] - 4a: Negates Size damage Modifiers - 4a-a: AXES are: 100% large, 75% small, 50% small - 4a-a-a: upon activation: AXES are 100% Large, 100% Medium, 100% Small - 4b: Party Skill: Those in Party gain same power -- 4b-a: Party members must be on screen when activated to gain advantage - 4c: Essentially useless for Maces - 4d: Skill is short lived (50 seconds at level 5) 5: POWER MAXIMIZE (WEAPON PERFECTION lvl 3, POWER THRUST lvl 2) [5] - 5a: allows Weapon to deal maximum amount of damage -- 5a-a: MIN DAMAGE = MAX DAMAGE. -- 5a-b: Deals constant damage with their skills/weapon. - 5b: CAVEAT : Does NOT turn off, must turn of by reactivation. -=-=- As a Battlesmith it is a general rule that all 5 of these skills are MAXed. They are usually MAXED in the order they become available. Lately because weapons have become breakable, POWER THRUST is fast becoming a "Neccesary evil" skill, and is now becoming a fearful option because the WEAPON REPAIR skill is un available due to the fact it DOESN'T WORK. Also the sad fact is that the it only boosts attack 125% which isn't as much of a modifier as CART REVOLUTION OR MAMMONITE, but it does allot a constant ability to improve the damage of certain skills when used. When added to the Trifecta (AR,WP,PM) the effects can have certain helpful results, but this skill has no practical use on its own. On the Trifecta: This is the main tool in which The Blacksmith levels, and once it is MAXED the abilities of a Blacksmith. It also allows the full power of the Battlesmith to be seen, 100% attack, and the speed that beats all the other classes but a CRUSADER using Spear-Quicken. The beauty of the Trifecta is that it is only a modifier, and thus it i able to abuse skills while "set-up" allowing for the full power of the Merchant's attack abilities. The Reason I said Merchant is tat a Blacksmith HAS NO attack skills, so it relies on the 2 skills given to it by the Merchant class (MAMMONITE and CART REVOLUTION). And the best part of these skills is they are Damage modifiers in themselves, so when coupled with an ELEMENTAL WEAPON or a weapon with further damage modification allow for full power to be sent to the enemy as fast as possible. TOTAL SKILL POINTS: 25 (24 REMAINING) SPECIAL SKILL: 6: WEAPON RESEARCH (HILT BINDING [1]) [10] - 6a: Gives +2 NO MISS attack per level -- 6a-a: This is added AFTER damage calculated - 6b: Gives +1 Success on forging per level - 6c: Gives +2 Hit per level - 6d: This means +20 attack, +20 ability to hit a monster at level 10 This skill is so powerful that every Blacksmith gets it. It allows to hit high agi creatures every time. This also give a +20 attack power that ignores DEF and VIT in most cases. While the side effect of +10 forging success is great, it will not exceptionally help a battle smith. This aspect of the skill is designed to better suit the Battleforger/Pureforger. NEW TOTAL SKILL POINTS: 36 (13 REMAINING) -=-=- -- 6d-b: Optional filler Skills 1: REPAIR WEAPON (WEAPON RESEARCH lvl 1) - 1a: "Repairs broken Weapon" -- 1a-a: As stated: THIS SKILL DOESN'T WORK - 1b: Supposed requirements: -- 1b-a: 1 STEEL -- 1b-a: Hammer equal to the level of your weapon -- 1b-a: an Anvil 2: SKIN TEMPERING [5] - 2a: Increases Resistance to FIRE attacks (5% per level) - 2b: May be upgraded to include a total of 5% Neutral damage reduction in future - 2c: Has a few problems -- 2c-a: Only protects Fire damage currently --- 2c-a-a: Monster rarely use thier skills as much as they do normal attacks --- 2c-a-b: Normal attacks are "Neutral" damage Other Options-- 1: Finish Maxing Merchant skills This idea is founded on the basis that the Battlesmith has the lowest ability to successfully forge a weapon, and it also allows a Battlesmith to turn at level 40 with out actually sacrificing neccesary SKILLS. ENLARGE WEIGHT (10) DISCOUNT (10) OVERCHARGE (10) PUSHCART (10) VENDING (10) ITEM APPRASIAL (1) MAMMONITE (10) TOTAL: 61 - The 39 skill points (JOB 40) = 22 22 - 13 = 9 Skill levels missed. BEST Sacrificed skill tree: ENLARGE WEIGHT 5 DISCOUNT 9 OVERCHARGE 9 PUSHCART (10) VENDING 7 MAMMONITE (10) 2: Retain some forging abilities - 2a: SMITH __________ skills - 2b: Refining skills With 13 remaining skill points, and the fact that the smith skils MAX out at 3, it is possible to retain 4 SMITH ____ skills. and still have 1 pont left over, which can be used to possibly retain WEAPON REPAIR or to take out the basic Flaw in opening the Forge tree (SMITH DAGGER lvl 1) if there was no intention of attaining SMITH DAGGER (3) Also with 13 skill points, it may be advisable to attain a refining skill, as a form of additional income. Unfortunately, the only worth while refining skill is "STEEL TEMPERING [5]" this allows creation of steel from 5 iron, and 1 coal. To get this MAXed, which is the only time at which this skill should be attempted by a BattleSmith, it takes 6 skill points: 1 -> IRON TEMPERING 5 -> STEEL TEMPERING This of course means 7 skill points left over for further investing again in: - 2a: Finish Maxing Merchant skills - 2b: Retain some forging abilities -- 2b-a: SMITH __________ skills -- 2b-b: finishing IRON TEMPERING TO [5] (only 4 SKILL POINTS) 3: Get the Optional skills (6 points) -=-=- - 6e: Possible Skill Trees BASIC: Adrenaline Rush 5 Hammerfall 5 Hilt Binding 1 Maximize Power 5 Power Thrust 5 Weapon Perfection 5 Weaponry Research 10 Total job points : 36 (13) left (Read the Passage) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 7: BattleForger Sub Choice -=-=-=-=-=- - 7a: Preamble The Main difference between The Battlesmith and the Battle forger is STATS. All the skills of a Battlesmith are useful in fighting, but because of the nature in which they are, the need to MAX out certain skills is unnessesary and sometimes stupid. The Prime Example of this is POWER MAXIMIZE, while it gives a lesser SP consumption, the power rating remains the same, therefore, getting it beyond level 1 is only understandable if you plan to abuse the skill. The Trifecta, as powerful as it is, will mainly be used in Power Leveling. Because of the fact you'll be able to make ELEMENTAL WEAPONS due to your STAT/SKILL sacrifice, you'll be able to level earlier than the Battlesmith on certain areas once you successfully make a worthy ELEMENTAL WEAPON. The Battle Forger's main goal is the "Quick Buck" again meaning that you'll spend some time in your higher levels killing animals for thier parts in order to forge weapons. Understand there are 2 ways to design a BattleForger because unlike a battlesmith that has a pre-requisite path, the Battleforger is allowed to either go battle skills first, or forge skills, but there is a caveat, You must Plan the sacrificed skills before you become a Blacksmith, otherwise, you may over extend your skills, and be in-efficient later. Also There is the formula for forging to consider, which is based off 3 STATS: 1: LUK *.1 2: DEX *.1 3: JOB LEVEL * .3 Because of this, you'll notice that getting your JOB level up is very important as it account fo 15% of your forging rate, so many think it is wise to prepare for the future, how you decide to do that is up to you. The Battle Forger have 3 Options: 1: Get the forging Skills first - 1a: This allows creation to occur early, but at an extremely high risk - 1b: This is not too often done. - 1c: this way makes it harder to level at later levels as it takes longer to attain JOB limits 2: Set up the Battle skills First - 2a: This is essentially creating a busted Battlesmith, yet still powerful - 2b: This is the most common way to start -- 2b-a: This allows fast leveling, meaning better JOB level ability to Forge -- 2b-b: This method also understands that the enemies power will grow as the BattleForger progresses 3: Set up WEAPON RESEARCH, and 2 Forging abilities (17) JOBS, then Go Battle skills - 3a: This is alloted to even the Battlesmiths as previously stated -- 3a-a: This doen't interfere with either Battlesmith, or Battleforger - 3b: This is known as "Splitting" -- 3b-a: it's used primarily to set up the creation of AXES/SWORDS to USE not SELL - 3c: The skill tree for this is decided by "shaving" to attain a SPECIFIC foring ability then later Maxing the "pre-requisites" as needed/wanted Getting back to the 3 STATS of forging: 1: LUK *.1 2: DEX *.1 3: JOB LEVEL * .3 Because DEX and LUCK only equal .1 per stat point the TOTAL they equal is only 19.8%. Unfortunately, in RO you don't get to max all your stats, so though 99 DEX/LUCK is attainable, It is not the purpose of a Battleforger to attain because having no STR would be-little the Battlesmith Attack skills. Also, It's a bitch and a half to level a "PureForger." This was the reason the Battleforger was created... to allow successful forging while allowing the ability to actually level on it's own. Because of this the DEX/LUCK ratio is sacrificed for having stats that allow leveling to occur at many places, and through many levels. FOLLOWING THE STAT RULES: Common Ideas: 1: go 50/50 only a loss of 9.8% - 1a: problem most include stat bonuses thus actually lowering the TRUE power -- 1a-a: 38 (DEX) + 48 (Luck) = 86 a loss of (198-86) = 11.2% - 1b: this is generally accepted because: -- 1b-a: STAT limitations -- 1b-b: Having 62 DEX (50 +12) is excessive especially with WEAPON RESEARCH's side-effects 2: go 60/40 same loss of 9.8% (11.2 in reality) [basically the reverse] - 2a: 48 (DEX) + 38 (Luck) - 2b: This also accepted because of STAT limitations - 2c: There are reasons for this High DEX -- 2c-a:some people actually think this much dex will allow them to MVP --- 2c-a-a: Battleforgers have almost no chance to MVP -- 2c-b: This much dex is over kill, but deemed necesary for Forging 3: go 46/46 split -> 58/48 split with stat bonuss - 3a: Total: 10.6% (Loss of 9.2%) -- true loss of 10.6% - 3b: This is the Best forging success many feel attainable by correctly distributing the 60/40 split - 3c: This can replace ANY stat build of 48/38 as shown below -=-=- - 7b: Stats (feel free to alter as nessecary/wanted/etc.) 1: 99 STR AGI BUILD (based on 99 STR) [AGI BASED] STR: 99 + 6 <-- basis for Carded 110+ STR AGI: 64 + 2 <-- AGI BASE (best ASPD available) VIT: 01 DEX: 48 + 12<-- 48/38 split LUK: 38 + 2 <-- 48/38 split INT: 18 + 2 <-- Added to make up for Skill Sacrifice. -=-=- 2: 99 STR BUILD (based on 90 STR) [AGI BASED] STR: 90 + 6 <-- basis for Carded 110 STR AGI: 76 + 2 <-- AGI BASE VIT: 01 DEX: 48 + 12<-- 48/38 split LUK: 38 + 2 <-- 48/38 split INT: 18 + 2 <-- Added to make up for Skill Sacrifice. -=-=- 3: 99 STR BUILD (based on 99 STR) [VIT BASED] STR: 99 + 6 <-- Basis for 110+ STR AGI: 01 VIT: 64 + 6 <-- VIT BASE DEX: 48 + 12<-- 48/38 split LUK: 38 + 2 <-- 48/38 split INT: 18 + 2 <-- Added to make up for Skill Sacrifice. -=-=- 4: 99 STR BUILD (based on 90 STR) (only 2 aspd more than #3) STR: 90 + 6 <-- Basis for Carded 110 STR AGI: 08 + 2 <-- added for ASPD VIT: 74 + 6 <-- VIT BASE DEX: 48 + 12<-- 48/38 split LUK: 38 + 2 <-- 48/38 split INT: 19 + 2 <-- Added to make up for Skill Sacrifice. -=-=- - 7c: 110 STRength -=-=- -- 7c-a STRength --------- SEE BATTLE SMITH PART -=-=- -- 7c-b How to bridge the gap --------- SEE BATTLE SMITH PART -=-=- -- 7c-c Reasons to get get 110 STRength Given the lowest STR set of which 110 str is attainable, and going off the 38/48-- 48/38 scenario: 89 STR 38 LUCK 48 DEX _____ 81 <--- This is the best the AGI or VIT you can get, which is very respectable -=-=- 7d: Skills -=-=- -- 7d-a: Attack Skills (direct copy) 1: HAMMERFALL: [5] - 1a: has a chance to stun opponents, chance increased by level - 1b: area effect 5x5 area. - 1c: stun Chance at level 5 is (70%) - 1d: Stuned Opponents to not UNSTUN on successive HAMMERFALLS (no "Double Ice Backfire") - 1e: No Damage - 1f: NO DELAY in use - 1g: Stunned Opponents loose all FLEE. Making next hit auto connect 2: ADRENALINE RUSH (HAMMERFALL lvl 2) [5] - 2a: Increases attack speed - 2b: Only useable with MACE/AXE class weapons -- 2b-a Only affects MACE/AXE class weapons - 2c: Added Bonuses: -- 2c-a: Able to attack faster -- 2c-b: Able to abuse attack Skills faster -- 2c-c: Able to guzzle Pots Faster (No idea why) 3: POWER THRUST (ADRENALINE RUSH lvl 3) [5] - 3a: Increases damage, at the risk of Breaking the weapon - 3b: Can control level of skill used -- 3b-a: this is an all or Nothing skill --- 3b=a-a: the damage modification is only 125% at level 5 --- 3b-a-b: The % break chance DOES NOT affect MACE/AXE class weapons - 3c: Party Skill: Those in Party gain same power & the Breaking side-effect -- 3c-a: Party members must be on screen when activated to gain advantage - 3c: Can only be activated with a MACE or AXE - 3d: Skill duration (50 seconds at level 5) 4: WEAPON PERFECTION (ADRENALINE RUSH lvl 2, WEAPON RESEARCH lvl 1) [5] - 4a: Negates Size damage Modifiers - 4a-a: AXES are: 100% large, 75% small, 50% small - 4a-a-a: upon activation: AXES are 100% Large, 100% Medium, 100% Small - 4b: Party Skill: Those in Party gain same power -- 4b-a: Party members must be on screen when activated to gain advantage - 4c: Essentially useless for Maces - 4d: Skill is short lived (50 seconds at level 5) 5: POWER MAXIMIZE (WEAPON PERFECTION lvl 3, POWER THRUST lvl 2) [5] - 5a: allows Weapon to deal maximum amount of damage -- 5a-a: MIN DAMAGE = MAX DAMAGE. -- 5a-b: Deals constant damage with their skills/weapon. - 5b: CAVEAT : Does NOT turn off, must turn off by reactivation. -=-=- As a Battleforger it is a general rule that only the Trifecta retains its full power. These skills are usually detrimented in order for the ability that certain forging becomes available to the Battleforger. in the order they become available. Lately because weapons have become breakable, POWER THRUST is fast becoming a "Neccesary evil" skill, and because the WEAPON REPAIR skill DOESN'T WORK it may be wise to remove this skill entirely from the Battleforger's tree, but because level 2 is neccesary for POWER MAXIMIZE (a trifecta skill) it will always exist in the Battle Forger's arsenal. On the Trifecta: This is the main tool in which The Blacksmith levels, and once it is attained to the BEST of it's sacrificed abilities by the Battleforger allows the most of the Blacksmith's inherent power to be seen, 100% attack, and the speed that beats all the other classes but a CRUSADER using Spear-Quicken. The beauty of the Trifecta is that it is only a modifier, and thus it is able to abuse skills while "set-up" allowing for the full power of the Merchant's attack abilities. The Reason I said Merchant is that a Blacksmith HAS NO attack skills, so it relies on the 2 skills given to it by the Merchant class (MAMMONITE and CART REVOLUTION). And the best part of these skills is they are Damage modifiers in themselves, so when coupled with an ELEMENTAL WEAPON or a weapon with further damage modification allow for full power to be sent to the enemy as fast as possible. TOTAL SKILL POINTS: FLUCTUATING -=-=- -- 7d-b: Forging Skills THE MAIN SKILL 1: WEAPON RESEARCH (HILT BINDING [1]) [10] - 1a: Gives +2 NO MISS attack per level -- 1a-a: This is added AFTER damage calculated - 1b: Gives +1 Success on forging per level - 1c: Gives +2 Hit per level - 1d: This means +20 attack, +20 ability to hit a monster at level 10 This skill is so powerful that every Blacksmith gets it. It allows to hit high agi creatures every time. This also give a +20 attack power that ignores DEF and VIT in most cases. The side effect of +10 forging success is a perfect helper to every Battleforger. -=-=-=-=-=-=- There are 7 smith skills that total 21 points. Getting all 7 of the Forging skills is available, it might be advisable to sacrifice 2 of the Forging skills to attain the STEEL REFINING skill, as it would allow for the creation of steel, which is needed for almost all weapons over level 1. The Reason behind this is that as listed in the "Weapons" section of this FAQ, ELEMENTAL WEAPONS of a calibur below level 2 or 3 are a lot better than thier level 1 counterparts. Also Steel is in high demand, and most people do not care who attempts to refine ores as much as they do when asking for a forged weapon. The 7 Forge - weapon Skills 1: SMITH DAGGER (MAX 3) - 1a: Pre-Requisite: NONE - 1b: Main Users: DUAL DAGGER ASSASSINS - 1c: Neededness: -- 1c-a: Main use is as Pre-Requisite -- 1c-b: Main Weapon: GLADIUS/ DAMASCUS -- 1c-c: Prcentage: normally 15% as a pre requisite 45% 2: SMITH SWORD (1 HAND) (MAX 3) - 2a: Pre-Requisite: SMITH DAGGER lvl 1 - 2b: Main Users: CRUSADERS (no one) - 2c: Neededness: -- 2c-a: Main use is as Pre-Requisite for 2 HAND SWORD -- 2c-b: Main Weapon: FLAMBERGE? -- 2c-c: Prcentage: 35% 3: SMITH 2 HAND SWORD (MAX 3) - 3a: Pre-Requisite: SMITH SWORD lvl 1 - 3b: Main Users: KNIGHTS - 3c: Neededness: -- 3c-a: Main Weapon: CLAYMORE -- 3c-b: Prcentage: 60% 4: SMITH SPEAR (MAX 3) - 4a: Pre-Requisite: SMITH DAGGER lvl 2 - 4b: Main Users: CRUSADERS/KNIGHTS - 4c: Neededness: -- 4c-a: Main Weapon: PIKE (one hand) -- LANCE (2 handed) -- 4c-b: Prcentage: 30% 5: SMITH AXE (MAX 3) - 5a: Pre-Requisite: SMITH SWORD lvl 2 - 5b: Main Users: BLACKSMITHS - 5c: Neededness: -- 5c-a: Main Weapon: 2 HANDED AXE -- 5c-b: Prcentage: 25% (MAINLY SELF USE) 6: SMITH KNUCKLEBRACE (MAX 3) - 6a: Pre-Requisite: SMITH DAGGER lvl 1 - 6b: Main Users: MONKS (the new hotness) - 6c: Neededness: -- 7c-a: Main use is for money, secondary is Pre-Requisite for MACE class -- 6c-b: Main Weapon: FIST -- 6c-c: Prcentage: 50% 7: SMITH MACE (MAX 3) - 7a: Pre-Requisite: SMITH KNUCKLEBRACE lvl 1 - 7b: Main Users: BUTT NOBODY (LOW LEVEL PRIESTS/ BLACKSMITHS) - 7c: Neededness: -- 7c-a: Main use is as a leveler for weak heal bombers -- 7c-b: Main Weapon: SWORDMACE/ CHAIN -- 7c-c: Prcentage: 15% One Caveat: 1: The level of the skill determines the level of weapon allowed to be created. A level 3 Damascus can NOT be forged until LEVEL 3 SMITH DAGGER is achieved. Obviously, you can not create elemental katars, nor Bows and magic staffs, this is due to Gravity not creating Katatr class weapons til After the Blacksmith forge skills were developed. also, The element of a bow would not matter as it' the arrow that is fired that needs to be of element. As for Magic staffs, they aren't meant to be used to attack monster, but to amplify elemental spells. -=-=- -- 7d-b: Forging Skills Refining abilities: These 3 skills allow for the creation of better/useable materials from thier raw empericals. 1: IRON TEMPERING - 1a: Pre-Requisite: - 1b: Material to be refined: 1 IRON <-- 1 IRON ORE - 1c: Usefulness: -- 1c-a: Level 1 weapons -- 1c-b: To help create Steel -- 1c-c: Certain head gear requirements (phantom of opera) - 1d: Neededness: -- 1d-a: Main use is for steel making -- 1d-b: Prcentage: 68% 2: STEEL TEMPERING - 1a: Pre-Requisite: IRON TEMPERING level 1 - 1b: Material to be refined: 1 STEEL <-- 5 IRON + 1 COAL - 1c: Usefulness: -- 1c-a: Level 2 -> 3 weapons -- 1c-b: Certain head gear requirements (welding mask) - 1d: Neededness: -- 1d-a: Main use is for Weapon making -- 1d-b: Prcentage: 90% 3: ENCHANTED STONE MAKING - 1a: Pre-Requisite: Steel Refining 1 - 1b: Material to be refined: 1 ELEMENT STONE <-- 10 RAW STONES - 1c: Usefulness: -- 1c-a: The main ingredient of ELEMENTAL WEAPONS - 1d: Neededness: -- 1d-a: Worthless, as only 1 element stone is needed per weapon -- 1d-b: Prcentage: 25% Out of all of the Refine skills, Steel Refinement is considered the most needed as it deals with the main ingredient in which worthy weapons are created with. also since it's maxed at 5, and needs 1 IRON TEMPERING skill point making 6 TOTAL skill points, There is a need to sacrifice two (2) of the Forge Weapon skills. -=-=- -- 7d-d: Sacrificing Ideas --- 7d-d-a Sacrificing Attack for Forging Now the main idea in sacrificing Attack Skills for Forging Skills is to allot as many points (21) for aquisition of ALL the Forging skills. Now as we only get 49 SKILL POINTS, that allots 28 for Attack Skills. Considering all Blacksmiths wheter forging or Battle prefer the powers of WEAPON RESEARCH, and that Forging weapons essentially requires WEAPON RESEARCH to be MAXed, this causes another 10 points to be Sacrificed. This Brings us to 18 Points left. Working with 18 Skill Points is hard, but possible with minimum side effects: First we drop SKIN TEMPERING completely, as it currently does nothing of value, and according to most resources, the upgrade it recieves (5% against neutral) is not much of a saving grace for the skill. Basically Keeping the Trifecta Maxed we'd have 3 points left, which with both POWER THRUST, and HAMMER FALL being so powerfull in aiding with leveling it would be a shame to loose these abilities completely. This means Basically removing Points from the Trifecta in order to retain these powerful techniques. or later on, removing Forging techniques for the attack strengths. Ultimately The Battleforger is all about preference, weapons or attacking. One will inevitably be lesser in nature than the other because there is no real balance between the 2 fields. FURTHER DOWN WILL BE WHERE THE ATTACK SKILL SACRICICES ARE COVERED -=-=- --- 7d-d-b Sacrificing Forging for Refining As stated above, the skills SMITH AXE and SMITH MACE aren't exactly needed by the community, but they are extremely worthwhile for leveling, because of this unfortunate problem, comes the idea that rather than sacrifice BOTH of the skills it may be wise to either only meet Pre-Requisites for the majority of the forge skills to make room for Steel Tempering, so as to ease the creation of such weapons. By taking only the Main Pre Requisites: 1: Keeping - 1a: SMITH SPEAR (3) - 1b: SMITH TWO HAND SWORD (3) - 1c: SMITH KNUCKLE (3) - 1d: SMITH MACE (3) 2: Shaving - 2a: SMITH KNIFE to (2) Saves (1) (Spear Requisite) - 2b: SMITH ONE HAND SWORD to (1) Saves (2) (Two Hand Sword Requisite) 3: Removing - 3a: SMITH AXE (3) (Required to appease the above conditions) The Total Skill Points Saved is: 6 In order to keep SMITH AXE, SMITH SPEAR must be sacrificed, as both SMITH AXE & SMITH SPEAR have the Pre-Requisites that require more than level one of a previous UNKEPT skill. Reasons for keeping SMITH MACE over SMITH AXE: 1: More classes can use MACES 2: MACES don't inherit the main weaknesses of AXES (100,100,75 over 100,75,50) 3: MACES are one handed This allows the creation of Steel as well as allows for the creation of most of the High Profile weapons. -=-=- --- 7d-d-c: Re-Sacrificing for Attack As you noticed, some of the Major Attack powers were ripped/shredded for forging capabilities, yet with all the sacrificing the Battlesmith was only proficient in 4 main weapons, though these weapons are the most profitable, there is the inevitable question of is it worth being able to forge the 4 weapons to attain refining, or should the Battlesmith ignore placing 6 points into Refining or using those 6 points to re-asert the overwhelming power which is it's birthright. Also comes the option to sacrifice one of the Kept Skills, and retain 3 Weapons while alotting 3 points towards fixing the previous sacrifice. However, the option of shaving 3 points or more from STEEL TEMPERING is not advisable, as each point is effectively loosing 5% as to the success of refining, and with the minimal DEX/LUCK that is inherent to the Battleforger, this is more dangerous monetarily than commisioning on a Pureforge/Battleforger to refine the steel. But also comes the dilemma that many Pureforger/Battleforgers do NOT attain STEEL TEMPERING until later limits, and thus it may not be easy to find such a person to help refine your ores when you need/want to make an ELEMENTAL WEAPON. Back to How to do it: 1: Remove Refining (6 points) 2: Keep Refining, but Drop 1 Kept SMITH skill (3 points) Going with option 1 is easy, and understandable Dealing with option 2 is not so easy. It demands the sacrifice of one of the 3 top forging requests meaning you may choose a market that may attain a resurgence, as Spear Forging did with the advent of CRUSADERS, or you might decide to remove SMITH AXE/MACE, as it realy only benefits the Blacksmith community, which is on the rise thanks to WoE, and that the Alchemist Off-shoot currently is not on par with the Blacksmith. Welcome to understanding what sacrificing really is. Even the Wizard JOB now essentially has a skill tree, but it's a lot harder to predict economy, and that is essentially what the Battleforger has to do. Unfortunately, The Battlesmith is in Planning way Before Jobs are achieved because, while essentially 3 SMITH SKILLS are guaranteed to be attainable, by the time you reach Battlesmith, the market may fluctuate, and the Battleforger will need to alter the skill tree to reflect this. By sacrificing a SMITH _____ skill, that would bring the original 18 alloted points to 21 allowing for either all 5 skills to level 4, or 4 skills to level 5 with one point left over, or a fluctuating tree. Some Helpful noticings: 1: POWER THRUST is all or nothing as it's sole benefit to attack really only comes at level 5 2: ADRENALINE RUSH: - between 4->5 saves only 51 sp per 30 minutes - between 3->5 saves 136 sp per 30 minutes 3: MAXIMIZE POWER: - between 4->5 saves only 3 sp per minute 4: WEAPON PERFECTION: - between 4->5 saves 60 sp per 10 minutes GIVEN STAT POINTS: 21 SO going with the "lesser Evils": 1: AR -> 4 2: PT -> 5 3: WP -> 5 4: MP -> 4 TOTAL: 18 Alloting 3 for HammerFall -> 50% chance to stun which isn't bad considering: 1: There is no Delay 2: There is no wake up on successive HAMMERFALLS 3: You may rarely use this (mainly for mob control) [stock on fly wings] HAD the REFINING sacrifice been made, insted of a smith skill: GIVEN STAT POINTS: 24 SO going with the "lesser Evils": 1: AR -> 4 (no need to change this) 2: PT -> 5 3: WP -> 5 4: MP -> 5 TOTAL: 19 Alloting 5 for HammerFall -> 70% chance to stun -=-=- - 7e: Possible Skill Trees (all 49 points) 1: Basic Battle Forger (steel refining) Adrenaline Rush 4 Maximize Power 4 Power Thrust 5 Weapon Perfection 5 Hammerfall 5 Smith Sword 1 Smith Dagger 2 Smith Spear 3 Smith Brass Knuckle 3 Smith Mace 3 Smith Two-handed Sword 3 Hilt Binding 1 Weaponry Research 10 2: Modified Battle Forger (refining) (no spear) Adrenaline Rush 4 Maximize Power 4 Power Thrust 5 Weapon Perfection 5 Hammerfall 3 Smith Dagger 1 Smith Sword 1 Smith Two-handed Sword 3 Smith Mace 3 Smith Brass Knuckle 3 Iron Tempering 1 Steel Tempering 5 Hilt Binding 1 Weaponry Research 10 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 8: Pure Forger Link -=-=-=-=-=- My Pure Forger FAQ, with Detailed Dorging Information is found here: http://www.roempire.com/forums/showthread.php?t=4872 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 9: Skill Combos -=-=-=-=-=- - 9a: The Trifecta The Trifecta means that you have 100% attack capability, now even with this, DEF and VIT of the enemy still exist. This part will deal with how to abuse the side effects of the 3 skills ( ADRENALINE RUSH (AR)/POWER THRUST (PT)/ WEAPON PERFECTION (WP) ) 1: INCREASED Attack Speed 2: NO Size limitations 3: 100% Attack Power During this capability the Damage Modification abilities of the MERCHANT skills can be abused to some extreme factors ALL COMBOS SHOULD BE DONE UNDER THE TRIFECTA 1: MAMMONITE - 1a: 600% damage Modifier for 1,000z (costly but powerful) 2: CART REVOLUTION - 2a: 250% Damage Modifier 3: ELEMENTAL WEAPON (Depends on ELEMENTAL CHART) - 3a up to 200% attack for free 4: ELEMENTAL WEAPON & CART REVOLUTION (Depends on ELEMENTAL CHART) - 4a up to 500% attack for only 12 SP 5: ELEMENTAL WEAPON & MAMMONITE (Depends on ELEMENTAL CHART) - 5a up to 1200% attack for only 5 SP & 1,000z -=-=- - 9b: CART REVOLUTION 1: CART REVOLUTION as IS - 1a: 250% Damage Modifier 2: ELEMENTAL WEAPON & CART REVOLUTION (Depends on ELEMENTAL CHART) - 2a: up to 500% attack for only 12 SP 3: CART REVOLUTION with a quad status inducer AXE/MACE - 3a: 18.5% to infect Target/mob with a status effect - 3b: 250% damage - 3c: Can be used as a combo -- 3c-a: Stun -> CART REVOLUTION (250% + 250%) -- 3c-b: Stun -> MAMMONITE (250% + 600%) -- 3c-c: Ice -> WIND ELEMENTAL WEAPON (250% + ~200%) [NOT WISE] -- 3c-d: Ice -> WIND ELEMENTAL WEAPON/CART REVOLUTION (250% + ~500%) -- 3c-e: Ice -> WIND ELEMENTAL WEAPON/MAMMONITE (250% + ~1200%) -=-=- -- 9c: HAMMERFALL 1: HAMMERFALL - 1a: up to 70% to infect Target/mob AREA with a STUN - 1b: 0% damage - 1c: Can be used as a combo -- 1c-a: STUN -> CART REVOLUTION (0% + 250%) -- 1c-b: STUN -> MAMMONITE (0% + 600%) -- 1c-c: STUN -> ELEMENTAL WEAPON (0% + 200%) -- 1c-d: STUN -> ELEMENTAL WEAPON/CART REVOLUTION (0% + 500%) -- 1c-e: STUN -> ELEMENTAL WEAPON/MAMMONITE (0% + 1200%) -- 1C-f: STUN -> Run like hell (0%) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 10: Weapons -=-=-=-=-=- This Section Refferences a Weapon Damage Chart found on this website: 1: http://www.firearmour.com.sg/~rouniverse/news/sor/weaponattack.htm For Many 110 STR Blacksmiths, the prefered weapon is a +10 quad slotted AXE. This is because of cost of upgrading, ease of success, and damage ratio. The Quad slotted AXE is usually filled with DAMAGE modifiers. according to the website But, on closer examination, not ALL the weapons are treated equally, some are +10, while others are of lesser upgrade quality. This has to do with the equality of upgrading past the safety rating associated with each level. In other words bringing a level 1 axe to +10 ha sthe same chance of failure of taking a level 2 to +9, or a level 3 to +8. Also noticable: A Quad slotted MACE is equal in damage than a Quad slotted AXE, so if you prefer killing Skeletons/Dokkeabi? rather than SAVAGE BEBES, it might be better, as it doesn't have the same size restrictions. Another Observation: The use of the Quad slotted Battle Axe, though better than the basic AXE would NOT allow the use of a shield, and thus may not be a wise decision even though it provides more damage. One Final Observation: Most Battleforgers may choose to not attain 110 STR, and fortunately the Table on the website provides certain lesser STR Base weapon Comparision, but even with such a fortuitous chart comes Gravity's decree that the Trifecta only works on MACE and AXE class weapons, so even if a Dagger or Sword may seem more powerful, using such a weapon would force a Battle forger to loose the ability of the Trifecta. -=-=- - 10a: ELEMENTAL WEAPON mistake The chart does NOT apply to elemental weapons in the same way because that chart DOES not cover a NO slot rule or "equal oppertunity attack." this means that Elemental weapons have a set amoiunt of damage modification, and that chart dealt with fluctuating damage ability (a 4 slot AXE has a 180% damage potential, while a 2 Hand AXE only has 2 slots (140%)), where as if they both had a 175%~200% damage modification (WIND ELEMENT for example) the chart would look completely different. In an Equality Factor The greater ATTACK weapon wins Also take into account the ability to weild a shield (one handed weapons), as damage reduction Bucklers are extremely powerful, and well worth obtaining especially for later on leveling when monsters hit for extreme amounts of health, also for PVP/WoE purposes where damage and survival are crucial. When you do decide on a weapon to base multiple ELEMENTAL WEAPONS make sure that the choice is good, and understand over upgrading an ELEMENTAL WEAPON is far more riskier than a regular weapon in price of FAILURE. Also take into effect that only MACE/AXE weapons can be used during the Trifecta. -=-=- -- 10b Best Options: Basic Leveling: PRE- 110 STR/ Non 110 STR Battlesmiths-BattleForgers +9 Triple slot CHAIN (with 3 of the same damage modifiers) +8 Duo slot MORNING STAR (with 2 of the same damage modifiers) 110 STR: +10 Quad slotted AXE (with 4 of the same damage modifiers) +10 Quad slotted MACE (with 4 of the same damage modifiers) +10 Quad slotted Battle Axe (with 4 of the same damage modifiers) Elemental: +8 ELEMENTAL 2 HAND AXE (FIRE or WIND First -> ICE for High Orcs/Minourus) [two handed] ---- +6 is the safe limit so beware, or leave at +6 +6 ELEMENTAL SWORDMACE (FIRE or WIND First -> ICE for High Orcs/Minourus) ---- +5 is the safe limit so beware, or leave at +5 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 11: Armor -=-=-=-=-=- Armor is not just the shirt on your back, it's shoes, robe, headgear, and acessories. This section deals with "Notorious" combinations. in other words combinations that serve a purpose. As you'll notice I left out the accessories due to the probability that they'll be rings, or the slotted version. Thus used for STR enhancing for the Battlesmith and DEX for the BattleForger -=-=- - 11a: PVP Armor This Is the Basic Armor used in PVP, again the ACCESSORIES - HEAD GEAR: PooPoo Hat - ROBE: Slotted Muffer/Manteau (Reydric card) - ARMOR: Chain Mail (7 DEF) - SHOES: Boots (Martyr Card) - SHIELD: Slotted Buckler (Thara Frog Card) PooPoo Hat = 10% reduction form "Demi-Human" THARA FROG Card = 30% reduction from "Demi-Human" REYDRIC Card = 15% reduction from neutral attacks (currently) MARTYR CARD = added HP to be able to survive long enough to Re-fill Potions or kill the enemy. TOTAL Protection: (17/19 + ) DEF + 40% + 15% This armor set will NOT protect you from a wizard's attack. (be glad PHEN cards don't work in WoE) -=-=- - 11b: Regular Armor AFFORDABLE (Shop Bought) - HEAD GEAR: Gemmed Sallet (4 DEF) - ROBE: Manteau (4 DEF) - ARMOR: Chain Mail (7 DEF) - SHOES: Boots (4 DEF) - SHIELD: Buckler (4 DEF) -- TOTAL: 23 DEF CHEAP SLOTTED ARMOR (ALL HAVE SLOTS) - HEAD GEAR: HAT (1 DEF) - ROBE: GARMENT (1 DEF) - ARMOR: ADVENTURE SUIT (3 DEF) - SHOES: SHOES (1 DEF) - SHIELD: Buckler (4 DEF) -- TOTAL: 9 DEF -=-=- OTHER DEBATES: VERIT VS MARTYR: This debate exists because a smith's SP is essentially limited to 550 because we do not rely on INT because of the long duration of our battle skills. so the choice between Verit giving 8% more SP and 8% more HP versus the Martyr's 12% more HP, but no SP. on the basis of 5000 HP (lowest) 9000 (Highest) [approximations] -=-=- Martyr Card Lowest HP: 5000 * 1.12 (base gain formula) = 5600 (600 more HP) Highest HP: 9000 * 1.12 (base gain formula) = 10080 (1080 more HP) SP: 500 -> stays 500 -=-=- Verit Card Lowest HP: 5000 * 1.08 (base gain formula) = 5400 (400 more HP) Highest HP: 9000 * 1.08 (base gain formula) = 9720 (720 more HP) SP: 500 * 1.08 (Base gain formula) = 540 (40 SP more) <-- truely USELESS so by all means the need for Verit boots is essentially dwarfed by the benefits a martyr card. Unfortunately, in the Blacksmith world, where INT, and SP sucks ass, VERIT Cards are useless in our feet Also Martyr Boots allow the reduction of one (1) point of AGI place ment, thus giving a few stat points to place in another stat. -=-=- - 1: AGI though giving 1 flee, will NOT influence the ASPD of the STAT BUILDS shown previously - 2: adding the point into INT will benefit the STAT BUILDS almost the same as a VERIT card -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 12: Forging Weapons -=-=-=-=-=- - 12a: Rules of Forged Weapons 1: Only the Blacksmith class can Forge Weapons 2: Forged weapons are equal in attack to regular weapons 3: Forged weapons conatin the Forger who Created it 4: Existing Weapons can not be Re-made or altered 5: For Each Starcrumb 5 damage is added to any "MISS" - 5a: Starcrumbs do not add to regular hits - 5b: Weapon Research does NOT add to StarCrumb damage 6: Forged weapons gain no extra attributes besides ELEMENT (currently) -=-=- - 12b: How to Forge (Basic) 1: Make Sure you have all the nessesary ingredients (REFINED) 2: Buy a Hammer from Christopher (Iron is currently all you need (1,000z)) 3: Move all the ingredients into inventory, including the ANVIL, and STONE 4: Double click the Iron Hammer 5: Choose the item to create from the pull down menu (you may have to scroll down) 6: In the Box that appears add the ELEMENT STONE, and any star crumbs 7: Click OK 8: wait for SUCCESS or FAILED VISUAL GUIDE: http://www.roempire.com/forums/showthread.php?t=13877 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 13: Refining -=-=-=-=-=- - 13: How to refine (Basic) 1: Make Sure you have all the nessesary ingredients (UNREFINED) 2: Buy as many "Mini Furnace" from Christopher as needed (150z) 3: Move all the raw ingredients into inventory 4: Double click the MiniFurnace (Or set it as Hot Key, and hit Hot Key) 5: Choose the item to create from the pull down menu (There may be duplicates) 6: Click OK or hit ENTER 7: Wait for SUCCESS or FAILED REPEAT FROM STEP 4 IF MORE THAN ONE REFINEMENT Refining Components: 1. 1 IRON <-- 1 IRON ORE 2. 1 STEEL <-- 5 IRON ORES + 1 COAL 3. 1 GREAT NATURE <-- 10 GREEN LIVES 4. 1 ROUGH WIND <-- 10 WIND OF VERDURES 5. 1 FLAME HEART <-- 10 BLOOD REDS 6. 1 MYSTIC FROZEN <-- 10 CRYSTAL BLUES 7. 1 STARCRUMB <-- 10 STARDUSTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 14: Cards -=-=-=-=-=- - 14a: Types of Cards (Basic Version) 1: Damage Modifier INCREASE - 1a: DAMAGE is a multiple of Addition (2* 20% cards = 40%) - 1b: DAMAGE is calculated AFTER all BASE STATS and after ELEMENTAL damage - 1c: DAMAGE only exists on type declared all others is regular damage (100%) 2: Damage Modifier REDUCE - 2a: DAMAGE Comes after DEF reduction - 2b: DAMAGE is a percentage OFF of the result after DEF - 2c: DAMAGE only occurs on the type Declared, others are still 100% 3: Enchant Armor - 3a: Enchanted Armor only works on Elemental/Monster Splash element attacks - 3b: Player exists as a TYPE 1 monster the same as the enchantment -- 3b-a: Enchanted Armor has strengths (Wind vs Water = 175% damage) -- 3b-b: Enchanted Armor has weaknesses (Water vs Water = 25% damage) - 3c: Player is affected by attacks as ruled by the ELEMENTAL CHART - 3d: Immunities do not cover side effects -- 3d-a: Argiope Armor attacked by a poison creature does NO damage but can still be poisoned 4: Attitional STATS - 4a: STATS given show added to the + side (Savage card)--> VIT 1 + 3 - 4b: STATS given are calculated BEFORE any augmentation - 4c: STATS given are calculated BEFORE any degrementation - 4d: STATS given can NOT be removed/altered by effects/other cards (usually not noticable) 5: Status ailments / Condition - 5a: Chance of ailment is COMPOUNDED ( 2* 5% cards = (100-(5%)) ^(2) ) -- 5a-a: Formula -> (100- chance ) ^ (number of cards) - 5b: DAMAGE is calculated AFTER all BASE STATS and after ELEMENTAL damage - 5c: DAMAGE only exists on type declared all others is regular damage - 5d: Status Ailments can be transmitted to any Splash damage recipients - 5e: Status Ailments can be used as a combination attack -- 5e-a: Using a Marina card (ICE 5%) and then switching to Wind weapon on freeze status - 5f: Ailments Work off ATTACKING, not nessesarily a HIT -=-=- - 14b: Card choices 1: Damage reducers and Damage Modifiers are a wise choice to equip at the same time - 1A: this will allow fast killing, and lower damage taken, meaning less pot use 2: Enchanted Armor is only worthwhile in PVP 3: Cards that give status ailments are exceptionally good with CART REVOLUTION 4: Cards are LITERAL -=-=- - 14c: How to use Cards 1: Make sure whatever you want to attach a card to is Completely upgraded to approval 2: Move any similar clothing out of inventory into storage/cart 3: Unequip Item you wish to Add card to 4: Double click Card 5: Select Item to "Embed" card into 6: Click OK, or double click Item - 6a: Pre carded items will/may appear as normal uncarded items (currently) 7: Card is Now Merged CAVEAT: once a card is merged, It can NOT be removed. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 15: ELEMENTAL WEAPONS -=-=-=-=-=- - 15a: Rules of ELEMENTAL WEAPONS 1: ELEMENTAL WEAPONS follow the ELEMENTAL CHART 2: ELEMENTAL WEAPONS are level 1 element attacks, that work off STR/DEX 3: ELEMENTAL WEAPON attacks affect DEF/VIT, not MDEF/INT 4: ELEMENTAL WEAPONS are affected by Enchanted armor again following the ELEMENTAL CHART 5: ELEMENTAL WEAPONS have NO slots 6: ELEMENTAL WEAPONS can NOT be made from EXISTING weapons - 6a: ELEMENTAL WEAPONS are made from scratch 7: ELEMENTAL WEAPONS can only be made by a Blacksmith 8: ELEMENTAL WEAPONS have the same attack power as thier non elemental counterparts -=-=- - 15b: Powers of ELEMENTAL WEAPONS 1: ELEMENTAL WEAPONS obey the ELEMENTAL CHART - 1a: ELEMENTAL WEAPONS have strengths (Wind vs Water = 175% damage) - 2a: ELEMENTAL WEAPONS have weaknesses (Water vs Water = 25% damage) 2: ELEMENTAL WEAPONS are affected by damage modifiers 3: ELEMENTAL WEAPONS can be overriden by skills such as ENCHANT POISON or "ENCHANT FIRE" -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 16: Understanding Blacksmith Lingo -=-=-=-=-=- Unlike normal RO players, the Blacksmith Community has a few alterations in the way it speaks 1: R> ALL (in a chat room) -=-=- Denotes Refine ALL, not Recruiting 2: R> EIS (In chat room) Denotes types that are Refined (may be combos) - 2a: E = Element Stones - 2b: I = Iron - 2c: S = Steel 3: F> ALL/Swords (in a chat room) -=-=- Denotes Forge ALL/swords (etc) 4: F> A1H2HDKMS (in chat room) -=-=- Denotes types that are forged (MAY be combos) - 4a: A = Axes - 4b: S = Spears - 4c: D = Daggers - 4d: K = Knuckles - 4e: M = Maces - 4F: 1H = One Hand Swords - 4G: 2H = Two Hand Swords 4: 95/26 (etc) -=-=- Denotes DEX/LUCK (in that order) of a Forger 5: The Trifecta -=-=- ADRENALINE RUSH, POWER MAXIMIZE, and OVER THRUST all used at once 6: The Setup -=-=- Another name for The Trifecta 7: "Hybrid" -=-=- Denotes Forging capabilities on a base Fighter build, not a mix of AGI/VIT -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 17: Terms & Abbrieviations -=-=-=-=-=- Terms: 1: The Trifecta -=-=- The Powers ADRENALINE RUSH, POWER MAXIMIZE, and WEAPON PERFECTION at the same time 2: Splitting -=-=- The process of splicing SKILL trees into one 3: Leeching -=-=- A party set on "EXP Share" in which one or more players attack monsters, while one player merely absorbs EXP 4: Tanking -=-=- A party in which a more powerful player takes damage so a weaker player can level faster 5: Shaving -=-=- To go against the normal ideal of a Skill level to attain a higher level of another skill 6: "Hybrid" -=-=- In the Blacksmith community means a Battleforger 7: MAXing -=-=- To bring a skill to it's highest attainable level -=-=- Abbrieviations: 1: PVP -=-=- Player Versus Player 2: PVM -=-=- Player Versus Monster 3: MVP -=-=- Most Valuable Player (Designated by killing a "BOSS" monster) 4: WoE/WOE -=-=- War of Emperium 5: RO -=-=- Ragnarok Online 6: PF -=-=- Pure Forge Blacksmith 7: BS -=-=- Blacksmith/Battlesmith 8: BF -=-=- BattleForger 9: PT -=-=- POWER THRUST 10: AR -=-=- ADRENALINE RUSH 11: WP -=-=- WEAPON PERFECTION 12: P2P -=-=- Pay To Play -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 18: Thanks -=-=-=-=-=- Flambeau: For existing. (me) -=-=- Yralyn: My Usurper, and wise/worthy/LAX successor. Ulula2: Whom I write this guide out of Spite. FouLou: For the STAT build Ideas. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 19: Credits -=-=-=-=-=- http://www.firearmour.com.sg: referenced thier semi-biased weapon chart. FAQ done by: Flambeau. Characters/skills/other crap: Gravity . ------------------------------------------------------------------------------- THE END.